Primary tabs

Comments by User

Thursday, June 15, 2017 - 11:39

Oh, wow, this is epic. Too heavy for the game I have in mind, but a new favorite. Good work!

Thursday, June 15, 2017 - 10:38

Hi there! You're fine as long as people who get your game can easily extract the models and textures from the package for reuse, and said package includes a list of who made what under which licenses. For the latter, it helps to make a collection of all the art you'll be using from OGA and selecting Download Credits File at the bottom. (Just don't forget to review said file.) Hope this helps, and good luck.

Wednesday, May 24, 2017 - 23:50

The Tiger: what you get on the Internet isn't automatically free to reuse, and not-for-profit work can still infringe copyright. It's an unfortunate situation, but we creators must know how this stuff works.

That said, thanks for the compliment! You can find the full version of Midnight Cat on Deviant Art: http://felixplesoianu.deviantart.com/art/Midnight-Cat-511256156 -- it's still one of my best after many years. It's under a CC-BY-SA license like most of my stuff, but I'll consider a change if you ask.

Wednesday, May 24, 2017 - 12:09

Oh, I'm not saying it's bad. As someone else pointed out, people are different, and this tutorial caters to a certain type of reader. Besides, I'd have to try and follow it, which doesn't mesh with my plans right now. :P

Wednesday, May 24, 2017 - 08:54

Hi there, and welcome. These assets you are using, what license are they under? It might be better to find something appropriate here on OGA, under a free culture license so you'd be safe. But 40x40 is a very unusual size; side-on (and top-down) tiles usually go up to 32x32. You might have to change either your game's resolution or else how much of the playground is visible at once.

Wednesday, May 24, 2017 - 08:45

I'm pretty sure the correct answer is 1.

Wednesday, May 24, 2017 - 08:44

I added your tutorial to my big list of knowledge bases. I like the way it's structured, though sometimes it seems to tumble forward very fast, with lots of code and few explanations. But then, that should appeal to more impatient readers. Good work!

Wednesday, March 1, 2017 - 12:20

Now that's some serious remixing work. Good job!

Saturday, February 25, 2017 - 10:33

Glad to be of service! I can't think of any more questions for now, but from my reading on RPG design, a good way to emphasize teamwork is to make sure each party member has distinct skillsets and abilities that don't overlap, The tried and true way to achieve this is with a class-based rule system. But I have little experience designing either kind.

Friday, February 24, 2017 - 13:09

foz, the first two wouldn't even make sense given the OP. :P The city is crawling with invaders dragging people off in the middle of the night. Anyone who escaped that fate is too busy hiding in a basement to chat about laxatives, and a drunk guard would be quickly found out by the omnipresent patrols. Generic adventure game shenanigans just don't fit.

(By the way, are we talking a medieval army dragging people off as slaves, or a more modern, 17th-18th century army pre-emptively arresting those who could mount a resistance?)

Here's one piece of advice I've seen with regard to designing puzzle chains for interactive fiction: start with the end goal -- in this case leaving the city -- and work backwards. To take foz's example, a vigilant guard is watching the little side gate the protagonists were hoping to use (since the main gate has an entire enemy army in front of it). So they have to distract the guard with a bomb, but the bomb is under lock and key. Luckily nobody thinks to watch the place in all the chaos... but they can't just break down the door, it's too solid and would attract attention anyway. A set of lockpicks would be useful... but their owner is hiding in a basement, as mentioned previously, and wants to know that someone they care about is all right before they agree to help. And so on and so forth.

Pages